Can someone tell me how to improve my skald

14 posts / 0 new
Last post
Here is my skald community.wizards.com/itsthegreenbin/go/... please tell me how to improve and optimize this character?
 
Can you still change your Paragon Path?
If not, this is pretty much a lost cause anyway.
You can only use the AP feature of this PP, because the other two refer to class features you don't have.
And why do you have barely any magic equipment? And three suits of Chainmail? Why are you wearing chainmail at all, for that matter?
1) Use a rapier, or dagger if you prefer to stay at range.
2) Get lightblade expertise.
3) Get deft blade.

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

Can you still change your Paragon Path?
If not, this is pretty much a lost cause anyway.
You can only use the AP feature of this PP, because the other two refer to class features you don't have.
And why do you have barely any magic equipment? And three suits of Chainmail? Why are you wearing chainmail at all, for that matter?

Yes i can change my paragon class we have not started yet also what does ap and pp mean didnt mean to have 3 suits of chain mail i also use the chain mail because otherwise i would have bad ac
AP= Action Point.
PP= Paragon Path.
With a high Intelligence build you could stick with a light armor such as Leather or Hide(best option i believe). 
You should give this a read. It should be able to help you get some ideas on how to tweak your skald.
community.wizards.com/go/thread/view/758... 
 
AP= Action Point.
PP= Paragon Path.
With a high Intelligence build you could stick with a light armor such as Leather or Hide(best option i believe). 
You should give this a read. It should be able to help you get some ideas on how to tweak your skald.
community.wizards.com/go/thread/view/758... 
 

The guy above said i should change my pp what should i change it to also is bard or skald better then the other?
AP= Action Point.
PP= Paragon Path.
With a high Intelligence build you could stick with a light armor such as Leather or Hide(best option i believe). 
You should give this a read. It should be able to help you get some ideas on how to tweak your skald.
community.wizards.com/go/thread/view/758... 
 

The guy above said i should change my pp what should i change it to also is bard or skald better then the other?

I am not as well versed in the Bard/Skald so i have no definitive answer to this question. I guess it depends on what you want to accomplish.

Cunning Bards can make excellent secondary controllers with a wide assortment of movement type powers. Resourceful Magician is a good PP for them.

Valorous Bards can work decently in melee and hand out plenty of Temporary Hit Points. Warchanter is a great PP for them.  Most of the best Bard powers are implement powers and not melee.

Hopefully the experts will chime in and give advice where i am lacking. 
Both are pretty viable. Go read the Bard Handbook.
Can i ask for any one who has a bard class already made possibly put it onto the my charcters in your profile and let me have a good look please?
Here's a bard (not a skald, but you don't seem set on that) I am currently playing that so far has functioned fairly well. It isn't optimized and as a couple of campaign style specific choices but qould probably perform alright if just lifted straight. I would suggest perhaps Swordmage multiclass instead of Improved Magestic Word (I found that usually people have enough temps from Virtue popping all the time), since then you can have your athletics training to help with physical activities (since those you usually can't palm off to one party member the way you can the mental skills) and you aren't bound to songblades (if you are using item rarity rules especially). You also probably want something like Guiding Strike instead of Jinx Shot, and maybe Focusing Strike instead of Energizing Strike.

Bard
====== Created Using Wizards of the Coast D&D Character Builder ======
Alek, level 12
Half-Elf, Bard, War Chanter
Build: Valorous Bard
Bardic Virtue Option: Virtue of Valor
Half-Elf Power Selection Option: Dilettante
 
FINAL ABILITY SCORES
STR 14, CON 19, DEX 11, INT 13, WIS 9, CHA 22
 
STARTING ABILITY SCORES
STR 13, CON 14, DEX 10, INT 12, WIS 8, CHA 17
 
 
AC: 29 Fort: 25 Ref: 24 Will: 28
HP: 96 Surges: 11 Surge Value: 24
 
TRAINED SKILLS
Arcana +12, Bluff +17, Diplomacy +19, Heal +10, History +12, Intimidate +17
 
UNTRAINED SKILLS
Acrobatics +7, Athletics +9, Dungeoneering +6, Endurance +11, Insight +8, Nature +6, Perception +6, Religion +8, Stealth +7, Streetwise +13, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Ardent Attack 1: Energizing Strike
Bard Attack 1: Staggering Note
Bard Attack 1: Jinx Shot
Bard Attack 1: Shout of Triumph
Bard Attack 1: Stirring Shout
Diplomacy Utility 2: Master Diplomat
Bard Attack 3: Rally the Spectral Host
Bard Attack 5: Satire of Bravery
Bard Utility 6: Revitalizing Incantation
Bard Attack 7: Unluck
Bard Attack 9: Wail of Anguish
Bard Utility 10: Mantle of Unity
War Chanter Attack 11: Victorious Smite
War Chanter Utility 12: Battle Chant
 
FEATS
Level 1: Ritual Caster
Level 1: Toughness
Level 2: Battle Song Expertise
Level 4: Resourceful Leader
Level 6: Armor Proficiency: Scale
Level 8: Improved Defenses
Level 10: Improved Majestic Word
Level 11: Versatile Master
Level 12: Improved Valor
 
ITEMS
Ritual Book
Traveler's Chant
Comrades' Succor
Black Iron Scale Armor +3 x1
Collar of Recovery +3 x1
Song of Sustenance
Bard's Songblade Longsword +3 x1
Helm of Languages x1
Adventurer's Kit
Climber's Kit
Light Shield x1
Traveler's Kit
Everlasting Provisions
Trailblaze
Linked Portal
====== End ======
Here's a bard (not a skald, but you don't seem set on that) I am currently playing that so far has functioned fairly well. It isn't optimized and as a couple of campaign style specific choices but qould probably perform alright if just lifted straight. I would suggest perhaps Swordmage multiclass instead of Improved Magestic Word (I found that usually people have enough temps from Virtue popping all the time), since then you can have your athletics training to help with physical activities (since those you usually can't palm off to one party member the way you can the mental skills) and you aren't bound to songblades (if you are using item rarity rules especially). You also probably want something like Guiding Strike instead of Jinx Shot, and maybe Focusing Strike instead of Energizing Strike.

Bard
====== Created Using Wizards of the Coast D&D Character Builder ======
Alek, level 12
Half-Elf, Bard, War Chanter
Build: Valorous Bard
Bardic Virtue Option: Virtue of Valor
Half-Elf Power Selection Option: Dilettante
 
FINAL ABILITY SCORES
STR 14, CON 19, DEX 11, INT 13, WIS 9, CHA 22
 
STARTING ABILITY SCORES
STR 13, CON 14, DEX 10, INT 12, WIS 8, CHA 17
 
 
AC: 29 Fort: 25 Ref: 24 Will: 28
HP: 96 Surges: 11 Surge Value: 24
 
TRAINED SKILLS
Arcana +12, Bluff +17, Diplomacy +19, Heal +10, History +12, Intimidate +17
 
UNTRAINED SKILLS
Acrobatics +7, Athletics +9, Dungeoneering +6, Endurance +11, Insight +8, Nature +6, Perception +6, Religion +8, Stealth +7, Streetwise +13, Thievery +7
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Ardent Attack 1: Energizing Strike
Bard Attack 1: Staggering Note
Bard Attack 1: Jinx Shot
Bard Attack 1: Shout of Triumph
Bard Attack 1: Stirring Shout
Diplomacy Utility 2: Master Diplomat
Bard Attack 3: Rally the Spectral Host
Bard Attack 5: Satire of Bravery
Bard Utility 6: Revitalizing Incantation
Bard Attack 7: Unluck
Bard Attack 9: Wail of Anguish
Bard Utility 10: Mantle of Unity
War Chanter Attack 11: Victorious Smite
War Chanter Utility 12: Battle Chant
 
FEATS
Level 1: Ritual Caster
Level 1: Toughness
Level 2: Battle Song Expertise
Level 4: Resourceful Leader
Level 6: Armor Proficiency: Scale
Level 8: Improved Defenses
Level 10: Improved Majestic Word
Level 11: Versatile Master
Level 12: Improved Valor
 
ITEMS
Ritual Book
Traveler's Chant
Comrades' Succor
Black Iron Scale Armor +3 x1
Collar of Recovery +3 x1
Song of Sustenance
Bard's Songblade Longsword +3 x1
Helm of Languages x1
Adventurer's Kit
Climber's Kit
Light Shield x1
Traveler's Kit
Everlasting Provisions
Trailblaze
Linked Portal
====== End ======

Hey thanks and thanks to everyone else this is what i have adapted from this all as you can see there is a clear improvement and i have changed around alot of stuff ( race and class) community.wizards.com/itsthegreenbin/go/...
Not a character i'm playing and in NO WAY close to op. I just threw him together for you to get a template to work from.
Tiefling Cunning Bard


====== Created Using Wizards of the Coast D&D Character Builder ======
Random, level 12
Tiefling, Bard, Entrancing Mystic
Build: Cunning Bard
Bardic Virtue Option: Virtue of Cunning
Pact Initiate Option: Pact Initiate (fey pact)
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Order Adept

FINAL ABILITY SCORES
STR 9, CON 14, DEX 12, INT 21, WIS 11, CHA 21

STARTING ABILITY SCORES
STR 8, CON 13, DEX 11, INT 16, WIS 10, CHA 16


AC: 27 Fort: 22 Ref: 26 Will: 29
HP: 88 Surges: 9 Surge Value: 22

TRAINED SKILLS
Arcana +20, Bluff +18, Diplomacy +16, Insight +11, Intimidate +16, Thievery +12

UNTRAINED SKILLS
Acrobatics +7, Athletics +5, Dungeoneering +7, Endurance +8, Heal +7, History +12, Nature +7, Perception +7, Religion +12, Stealth +9, Streetwise +12

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Tiefling Racial Power: Infernal Wrath
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: Staggering Note
Bard Attack 1: Vicious Mockery
Wizard Attack 1: Beguiling Strands
Bard Attack 1: Blunder
Bard Attack 1: Stirring Shout
Bard Attack 1: Victim of the Feywild
Warlock Attack 1: Eyebite
Bard Utility 2: Moment of Escape
Bard Attack 5: Song of Discord
Bard Utility 6: Revitalizing Incantation
Bard Attack 7: Prescient Warning
Bard Attack 9: Counterpoint
Bard Utility 10: Mantle of Unity
Entrancing Mystic Attack 11: Hekiah's Trance
Entrancing Mystic Utility 12: Shroud of Adeptus

FEATS
Level 1: Ritual Caster
Level 1: Arcane Initiate
Level 2: Orb Expertise
Level 4: Improved Defenses
Level 6: Imperious Majesty
Level 8: Advantage of Cunning
Level 10: Pact Initiate
Level 11: Glasya's Charming Words
Level 12: Superior Will

ITEMS
Ritual Book
Traveler's Chant
Comrades' Succor
Orb of Nimble Thoughts +1
Staff of Sleep and Charm +3 x1
Orb of Mental Dominion +3 x1
Cloak of Distortion +2 x1
Feytouched Hide Armor +3 x1
Phrenic Crown (heroic tier) x1
Catstep Boots x1
Burglar's Gloves x1
====== End ======
 

 
If this is a route you would like to follow please feel free to steal this PC and repost it for the Char-OP experts to help fine tune. Listen closely to their critiques, comments and advice and you will learn alot. 
Also i have and Alcestis has noted, please read the Bard Handbook. It is an amazing resource full of insight and information. 
Not a character i'm playing and in NO WAY close to op. I just threw him together for you to get a template to work from.
Tiefling Cunning Bard


====== Created Using Wizards of the Coast D&D Character Builder ======
Random, level 12
Tiefling, Bard, Entrancing Mystic
Build: Cunning Bard
Bardic Virtue Option: Virtue of Cunning
Pact Initiate Option: Pact Initiate (fey pact)
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Order Adept

FINAL ABILITY SCORES
STR 9, CON 14, DEX 12, INT 21, WIS 11, CHA 21

STARTING ABILITY SCORES
STR 8, CON 13, DEX 11, INT 16, WIS 10, CHA 16


AC: 27 Fort: 22 Ref: 26 Will: 29
HP: 88 Surges: 9 Surge Value: 22

TRAINED SKILLS
Arcana +20, Bluff +18, Diplomacy +16, Insight +11, Intimidate +16, Thievery +12

UNTRAINED SKILLS
Acrobatics +7, Athletics +5, Dungeoneering +7, Endurance +8, Heal +7, History +12, Nature +7, Perception +7, Religion +12, Stealth +9, Streetwise +12

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Tiefling Racial Power: Infernal Wrath
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Bard Attack 1: Staggering Note
Bard Attack 1: Vicious Mockery
Wizard Attack 1: Beguiling Strands
Bard Attack 1: Blunder
Bard Attack 1: Stirring Shout
Bard Attack 1: Victim of the Feywild
Warlock Attack 1: Eyebite
Bard Utility 2: Moment of Escape
Bard Attack 5: Song of Discord
Bard Utility 6: Revitalizing Incantation
Bard Attack 7: Prescient Warning
Bard Attack 9: Counterpoint
Bard Utility 10: Mantle of Unity
Entrancing Mystic Attack 11: Hekiah's Trance
Entrancing Mystic Utility 12: Shroud of Adeptus

FEATS
Level 1: Ritual Caster
Level 1: Arcane Initiate
Level 2: Orb Expertise
Level 4: Improved Defenses
Level 6: Imperious Majesty
Level 8: Advantage of Cunning
Level 10: Pact Initiate
Level 11: Glasya's Charming Words
Level 12: Superior Will

ITEMS
Ritual Book
Traveler's Chant
Comrades' Succor
Orb of Nimble Thoughts +1
Staff of Sleep and Charm +3 x1
Orb of Mental Dominion +3 x1
Cloak of Distortion +2 x1
Feytouched Hide Armor +3 x1
Phrenic Crown (heroic tier) x1
Catstep Boots x1
Burglar's Gloves x1
====== End ======
 

 
If this is a route you would like to follow please feel free to steal this PC and repost it for the Char-OP experts to help fine tune. Listen closely to their critiques, comments and advice and you will learn alot. 
Also i have and Alcestis has noted, please read the Bard Handbook. It is an amazing resource full of insight and information. 

I have it helped me alot to make my bard up there sorry i didnt reply i was a sleep. im gonna look at your bard now.
Here is a Valorous Bard i cooked up for you.
Half-Elf ValorBard/War Chanter


====== Created Using Wizards of the Coast D&D Character Builder ======
Insert Name Here, level 12
Half-Elf, Bard, War Chanter
Build: Valorous Bard
Bardic Virtue Option: Virtue of Valor
Signs of Influence Option: Travel in Style
Signs of Influence Option: Welcome Guest
Half-Elf Power Selection Option: Dilettante
Proficiency: Weapon Proficiency (Rapier)
Dark Sun
Gritty Sergeant (Gritty Sergeant Benefit)
Theme: Noble Adept

FINAL ABILITY SCORES
STR 14, CON 19, DEX 11, INT 15, WIS 9, CHA 21

STARTING ABILITY SCORES
STR 13, CON 14, DEX 10, INT 14, WIS 8, CHA 16


AC: 29 Fort: 24 Ref: 24 Will: 26
HP: 86 Surges: 11 Surge Value: 21

TRAINED SKILLS
Arcana +13, Athletics +13, Bluff +16, Diplomacy +18, Endurance +15, Insight +12, Perception +10

UNTRAINED SKILLS
Acrobatics +7, Dungeoneering +6, Heal +6, History +9, Intimidate +12, Nature +6, Religion +9, Stealth +7, Streetwise +12, Thievery +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Adept Feature: Adept's Insight
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Wild Talent Cantrip: Thought Projection
: Arcane Defiling
Ardent Attack 1: Focusing Strike
Bard Attack 1: Guiding Strike
Bard Attack 1: Staggering Note
Bard Attack 1: Shout of Triumph
Bard Attack 1: Arrow of Warning
Bard Utility 2: Moment of Escape
Bard Attack 3: Rhyme of the Blood-Seeking Blade
Bard Attack 5: Satire of Bravery
Bard Utility 6: Revitalizing Incantation
Bard Attack 7: Scorpion's Claw Strike
Bard Attack 9: Thunder Blade
Bard Utility 10: Mantle of Unity
War Chanter Attack 11: Victorious Smite
War Chanter Utility 12: Battle Chant

FEATS
Level 1: Ritual Caster
Level 1: Heart of the Blade
Level 2: Battle Song Expertise
Level 4: Armor Proficiency: Scale
Level 6: Resourceful Leader
Level 8: White Lotus Riposte
Level 10: Improved Defenses
Level 11: Versatile Master
Level 12: White Lotus Master Riposte

ITEMS
Ritual Book
Traveler's Chant
Bloodiron Mekillot Scale Armor +3 x1
Farbond Spellblade Rapier +3 x1
Steadfast Amulet +2 x1
Iron Armbands of Power (heroic tier) x1
Strikebacks x1
Rhythm Blade Dagger +1 x1
Silt Sandals x1
Everlasting Provisions
Instant Campsite
Comrades' Succor
Backpack (empty)
Bedroll
Flint and Steel
Belt Pouch (empty)
Sunrod
Climber's Kit
Silk Rope (50 ft.)
Thieves' Tools
Woodwind
Sorcerer-king's levy
Gambler's gear
Sacks
Survival Day
Filter mask
Tenser's Floating Disk
Unseen Servant
Alarm
====== End ======




Probably not that great but with some help from the OP forum he could be made better. For a home game of first timers he should serve you well with some tweaks and tailoring to meet your needs.